Initial commit
This commit is contained in:
@@ -0,0 +1,42 @@
|
||||
Previous Section: [[06 🔵 Senses]]
|
||||
# Health and Wounds
|
||||
## Health
|
||||
A character's max health is determined using the formula in the [[01 🟡 Attribute Descriptions#Health|Health]] section. A character determines how healthy they are based on health thresholds which are equal to their current health as a percentage of their max health.
|
||||
### Health Thresholds
|
||||
The health thresholds are 75%, 50%, and 25% of the character's max health rounded up. When a character drops below 75% health they have a -1 to all rolls. When they drop below 50% the penalty increases to -3. When below 25% the penalty is -5.
|
||||
## Wounds
|
||||
Whenever a damage dice rolls its maximum value a wound is dealt to the target. The severity of the wound is based on the Health Threshold that a character is in after the damage is applied. Healing wounds requires a Medicine check and time requirement as specified by the wound. When a character receives a wound consult the correct table of wounds and either select a relevant wound or roll a dice to determine which wound is received.
|
||||
|
||||
| Health Threshod | Type of Wound |
|
||||
| --------------- | ------------- |
|
||||
| 75% - 51% | Minor Wound |
|
||||
| 50% - 25% | Major Wound |
|
||||
| >25% | Fatal Wound |
|
||||
### Minor Wounds
|
||||
Minor wounds are wounds that have a detrimental effect on the character but are unlikely to have any long term affects and many characters will know how to heal or stabilize these wounds. Examples of minor wounds are broken fingers or toes, dislocated shoulders, etc. For a list of minor wounds check the [[02 ❌ Minor Wounds|Minor Wounds List]].
|
||||
### Major Wounds
|
||||
Major wounds have a detrimental effect now and may lead to long term or permanent damage if not treated soon. In order to treat major wounds a character would need to have at least some knowledge of medicine but many characters would be able to stabilize a major wound. Examples of major wounds are large cuts to appendages, torn muscles, concussions, etc. For a list of major wounds check the [[03 ❌ Major Wounds|Major Wounds List]].
|
||||
|
||||
Deal 1d4 of damage at the end of the character’s turn until the wound is stabilized
|
||||
### Fatal Wounds
|
||||
Fatal wounds will lead to the death of a character of not treated soon and will always have long term detrimental affects. To fully treat a fatal wound a character would need an in depth understanding of medicine and only characters with some knowledge of medicine could stabilize a fatal wound. For a list of fatal wounds check the [[04 ❌ Fatal Wounds|Fatal Wounds List]].
|
||||
|
||||
Deal 1d6 of damage at the end of the character’s turn until the wound is stabilized
|
||||
## Immunity Resistance and Vulnerability
|
||||
Some creatures might not take as much damage or may receive more damage from specific types of attacks. These traits are called immunities, resistances, and vulnerabilities.
|
||||
### Immunity
|
||||
When a creature has immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity apples to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; just don't apply the effect.
|
||||
|
||||
Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit, the attack hits but is treated as a normal attack rather than a critical one.
|
||||
### Resistance
|
||||
If a creature has resistance to a type of damage, each time it takes that type of damage, it is reduced by the listed amount (to a minimum of 0). Resistance can specify combinations of damage types or traits. A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.
|
||||
|
||||
If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.
|
||||
|
||||
It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely.
|
||||
### Vulnerability
|
||||
If you have a weakness to a certain type of damage or damage form a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have vulnerability 5 to fire, you take 2d6 + 5 fire damage.
|
||||
|
||||
If you have more than one weakness that would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a creature is vulnerable to both a type of damage and the material a weapon is made of.
|
||||
# Next Section
|
||||
[[03 🟡 Damage]]
|
||||
@@ -0,0 +1,49 @@
|
||||
Previous Section: [[02 🔵 Health and Wounds]]
|
||||
# Damage
|
||||
Damage comes in two flavors Aggravated and Superficial. When a character's total received damage is equal to or greater than their max health they go Down. If they remain down for one full round of combat (6 seconds in game time) the character dies. If a character has Aggravated Damage greater than or equal to their max health they die with no chance of being picked up. Characters can not have more damage then they have max health. If an attack would result in a character sustaining more damage then they're max health apply any aggravated damage, then superficial, and any damage left over is discarded.
|
||||
## Superficial Damage
|
||||
Superficial damage is dealt whenever a damage roll includes a 1 or the largest damage dice is a d6 or smaller.
|
||||
### Nonlethal Attacks
|
||||
You can make a nonlethal attack in an effort to [[10 🔵 Incapacitated|Incapacitate]] someone instead of killing them. Weapons with the nonlethal trait do this automatically. You take a -2 penalty to attack rolls when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait.
|
||||
## Aggravated Damage
|
||||
Aggravated damage is dealt whenever the largest dice is a d8 or larger and there isn't a 1 on any of the dice.
|
||||
## Damage Types
|
||||
Different weapons and attacks may deal different types of damage. Certain features and armor may provide resistance, vulnerability, or other affects to specific damage types.
|
||||
### Physical Damage
|
||||
Damage dealt by weapons and many physical hazards is collectively called physical damage. The main types of physical damage are ballistic, bludgeoning, piercing, and slashing.
|
||||
#### Ballistic
|
||||
Ballistic damage is dealt by most firearms.
|
||||
#### Bludgeoning
|
||||
Bludgeoning damage is dealt by weapons and hazards that deal blunt-force trauma.
|
||||
#### Piercing
|
||||
Piercing damage is dealt from stabs and punctures.
|
||||
#### Slashing
|
||||
Swords, axes, and claws deal slashing damage.
|
||||
#### Bleed
|
||||
A special type of physical damage is bleed damage. This is persistent damage that represents loss of blood and is dealt by the [[03 Bleeding|03 Bleeding]] status.
|
||||
### Energy Damage
|
||||
Many magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electric, fire, and sonic.
|
||||
#### Acid
|
||||
Acid damage can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials.
|
||||
#### Cold
|
||||
Cold damage freezes material by way of contact with chilling gases and ice.
|
||||
#### Electric
|
||||
Electric damage comes form the discharge of powerful lightning and sparks.
|
||||
#### Fire
|
||||
Fire damage burns through heat and combustion.
|
||||
#### Sonic
|
||||
Sonic damage assaults matter with high-frequency vibration and sound waves.
|
||||
#### Force
|
||||
Powerful and pure magical energy can manifest itself as force damage. Few things can resist this type of damage.
|
||||
### Mental Damage
|
||||
Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals mental damage. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage.
|
||||
### Poison Damage
|
||||
Venoms, toxins, and the like can deal poison damage, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming form monster attacks, toxins and drugs can also deal poison damage as described in [[04 🔵 Toxins and Drugs]].
|
||||
### Spiritual Damage
|
||||
Some weapons and creatures can deal damage directly to the soul of a creature. Damage of this type is called spiritual damage and is extremely rare.
|
||||
### Precision Damage
|
||||
Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you precision damage, you increase the base damage of the attack, using the same damage type.
|
||||
|
||||
Some creatures are immune to precision damage, regardless of damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would still take the original base damage of the attack.
|
||||
# Next Section
|
||||
[[04 🟡 Healing]]
|
||||
@@ -0,0 +1,50 @@
|
||||
Previous Section: [[03 🟡 Damage]]
|
||||
# Healing
|
||||
## Healing Superficial Damage
|
||||
Superficial damage can be healed with rest. While resting for a full 8 hours a character can roll a dice to determine how much health they can heal. The size of the dice is determined by the character's Body Attribute as seen in the table below. The player can roll a number of dice equal to half their Stamina score rounded up. You can always roll a minimum of 1 die.
|
||||
|
||||
| Body Range | Dice |
|
||||
| ---------- | ---- |
|
||||
| -10 to -7 | d4 |
|
||||
| -6 to -3 | d6 |
|
||||
| -2 to +2 | d8 |
|
||||
| +3 to +6 | 10 |
|
||||
| +7 to +10 | d12 |
|
||||
## Healing Aggravated Damage
|
||||
Aggravated Damage requires medical care and a Medicine check to heal. To heal damage for different health thresholds requires different Medicine DVs as seen in the table below:
|
||||
|
||||
| Health Threshold | Medicine DC |
|
||||
| ---------------- | ----------- |
|
||||
| Above 75% | 10 |
|
||||
| 75% to 50% | 15 |
|
||||
| 50% to 25% | 22 |
|
||||
| Below 25% | 30 |
|
||||
|
||||
If the Medicine Check is successful the character can convert a number of Aggravated damage to Superficial damage by rolling dice according to the rules for healing superficial damage.
|
||||
## Healing Wounds
|
||||
|
||||
> [!WARNING] Healing Time
|
||||
> The current way of determining how long a wound takes to heal doesn't make sense.
|
||||
>
|
||||
> The goal is for the base healing time in days to be equal to the healing dc. Every point that you get over the dc you subtract from the total healing time. So a major wound has a DC of 20. If you roll a 25 you rolled 5 above the dc so you subtract that 5 from the healing time to get 15 days.
|
||||
|
||||
Healing wounds requires medical care and a Medicine check to heal. The DV for different wounds can be found in the table below. After making a Medicine check subtract the DV from the total rolled to determine the number of days before the wound is healed. For example, a Medicine check of 25 for a major wound means that the wound will be healed in 15 days.
|
||||
|
||||
| Health Threshold | Medicine DC |
|
||||
| ---------------- | ----------- |
|
||||
| Minor Wound | 10 |
|
||||
| Major Wound | 20 |
|
||||
| Fatal Wound | 30 |
|
||||
In the case of a failed Medicine check the check can be retried once per day. If left untreated only Minor wounds will heal naturally. Minor wounds will heal naturally in 10 days.
|
||||
## Regaining Willpower
|
||||
Willpower can be regained during Comfortable Long Rests. While resting a player can roll a die to determine how much willpower they regain. The size of the die is determined by the character's Self attribute as seen in the table below. The player can roll a number of dice equal to 1/4 of the character's Composure score rounded up. You can always roll a minimum of 1 die.
|
||||
|
||||
| Self Range | Dice |
|
||||
| ---------- | ---- |
|
||||
| -10 to -7 | d4 |
|
||||
| -6 to -3 | d6 |
|
||||
| -2 to +2 | d8 |
|
||||
| +3 to +6 | 10 |
|
||||
| +7 to +10 | d12 |
|
||||
# Next Section
|
||||
[[05 🔵 Resting]]
|
||||
@@ -0,0 +1,15 @@
|
||||
Previous Section: [[04 🟡 Healing]]
|
||||
# Resting
|
||||
Resting is necessary for characters to recover and relax. If a character does not take any rest for a full day they must make three exhaustion checks. If a character only took short rests for a full day they must make two exhaustion checks.
|
||||
## Long Rests
|
||||
Long rests are when characters take at least 8 hours of down time and at least 6 of those hours are spent sleeping
|
||||
### Comfort
|
||||
Long rests can be comfortable or uncomfortable. Uncomfortable longs rests are typically experienced while sleeping outside or in uncomfortable environments. For a rest to be comfortable is must be inside and in an environment where the characters feel safe. Characters can heal during any kind of long rest but there are consequences for not resting comfortably.
|
||||
|
||||
After completing a comfortable rests characters with any levels of Exhaustion may decrease their Exhaustion by one.
|
||||
|
||||
After completing an uncomfortable rest characters must make a single Exhaustion check.
|
||||
## Short Rests
|
||||
Short rests are when characters take at least 4 hours of down time and two of those hours must be spent relaxing.
|
||||
# Next Section
|
||||
[[06 🔵 Death]]
|
||||
@@ -0,0 +1,5 @@
|
||||
Previous Section: [[05 🔵 Resting]]
|
||||
# Death
|
||||
Death is a real threat for characters. When a character dies they are dead, nothing, short of timely divine intervention, can bring them back. Characters die when they accumulate Aggravated damage equal to or greater than their max health or they receive damage equal to their max health in a single attack.
|
||||
# Next Section
|
||||
[[02 🔵 Conditions]]
|
||||
Reference in New Issue
Block a user